/Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/ClientUnitTest.h
In subclasses, implement the unit test within the ExecuteClientUnitTest function (remembering to call parent)
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UClientUnitTest : public [UProcessUnitTest](API\Plugins\NetcodeUnitTest\UProcessUnitTest)
TArray<TObject...
AllowedClientActors
Actors the server is allowed replicate to client (requires AllowActors flag).
TArray<FString...
AllowedClientRPCs
Clientside RPC's that should be allowed to execute (requires minimal client NotifyProcessNetEvent flag)
FString
BaseClientParameters
The (non-URL) commandline parameters clients should be launched with
FString
BaseClientURL
The base URL clients should start with
FString
BaseServerParameters
The (non-URL) commandline parameters the server should be launched with
FString
BaseServerURL
The base URL the server should start with
bool
bBlockingClientDelay
Whether or not there is a blocking event/process preventing setup of a client
bool
bBlockingMinClientDelay
Whether or not there is a blocking event/process preventing the minimal client from connecting
bool
bBlockingServerDelay
Whether or not there is a blocking event/process preventing setup of the server
FString
BeaconAddress
The address of the server beacon (if UnitTestFlags are set to connect to a beacon)
bool
bPendingNetworkFailure
An expected network failure occurred, which will be handled during the next tick instead of immediately
bool
bReceivedPong
IfEUnitTestFlags::RequirePingis true, whether or not we have already received the pong
bool
bTriggerredInitialConnect
Whether or not the initial connect of the minimal client was triggered
bool
bUnitNUTActorSetup
Whether or not UnitNUTActor is fully setup, i.e. has replicated its Owner
bool
bUnitPawnSetup
Whether or not the UnitPC Pawn was fully setup (requiresEUnitTestFlags::RequirePawn)
bool
bUnitPlayerStateSetup
Whether or not the UnitPC PlayerState was fully setup (requiresEUnitTestFlags::RequirePlayerState)
TWeakPtr<FUnit...
ClientHandle
Reference to the created client process handling struct (if enabled)
TObjectPtr<UMi...
MinClient
The object which handles implementation of the minimal client
TSubclassOf<UM...
MinClientClass
The class to use for the MinimalClient
EMinClientFlags
MinClientFlags
Flags for configuring the minimal client - lots of interdependencies between these and UnitTestFlags
double
NextBlockingTimeout
When a server is launched after a blocking event/process, this delays the launch of any clients, in case of more blockages
FString
ServerAddress
The address of the launched server
FString
ServerBeaconType
If connecting to a beacon, the beacon type name we are connecting to
TWeakPtr<FUnit...
ServerHandle
Runtime variables Reference to the created server process handling struct
TWeakObjectPtr<...
UnitBeacon
IfEUnitTestFlags::RequireBeaconis set, stores a reference to the replicated beacon
TWeakObjectPtr<...
UnitNUTActor
IfEUnitTestFlags::RequireNUTActoris set, stores a reference to the replicated NUTActor
TWeakObjectPtr<...
UnitPC
Client state variables Stores a reference to the replicated PlayerController (if set to wait for this), after NotifyHandleClientPlayer
EUnitTestFlags
UnitTestFlags
Variables which should be specified by every subclass (some depending upon flags) All of the internal unit test parameters/flags, for controlling state and execution